Zom-B wrote:I'm also really interested about your approach to realize the material system,
maybe you can drop some lines about your ideas
abstrax wrote:One other thing: Could one of you guys create a set of icons? At the moment we need icons for:
- Command "LuxC4D Export" in the plugins menu.
- Command "LuxC4D Export + Render" in the plugins menu.
- Light tag.
abstrax wrote:1. Add UV mapping to the geometry export.
abstrax wrote:2. Create a crude conversion from C4D standard materials to Lux materials. This will only convert a few channels and only colours and perhaps bitmaps. No blending, no shaders, and so on. I guess, depending on the channel settings I will choose different Lux material types. But I don't know yet, as I haven't experimented much with Lux materials.
abstrax wrote:3. Create new material plugins (remember bhodiNUT? - something like that, but more simple) which will have Lux specific settings and allow you to accurately control every aspect of Lux materials. I plan to make them somehow renderable in C4D, but I guess in C4D they will only roughly look like Lux materials. In the first incarnation there will be very likely no shaders and stuff.
abstrax wrote:Later I plan to try to import the Lux DLL into the plugin. For this we need Lux builds with DLLs for Windows and Mac OS. If necessary I will try to setup the Lux build system to do this. The Windows build should produce DLLs already. Using the DLL I would then like to add preview renderung of materials. Then I would like to add Lux shaders incl. previews.
abstrax wrote:Please comment if the plan makes sense and if I should do step 2 or step 3 first.
Zom-B wrote:For my taste I would like to see the following order: 3, 1, 2
Feature 2 without a material system for further tweaking isn't this much fun to work with, since you'll always end up with results that aren't satisfying.
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